1) Lair of the lurkers - a pair of lurkers have taken refuge in this area preying on any of the animals that come through this area especially to drink from the pool in 1a.
They are hidden Stealth (20 in room 1, 25 in room 1a) Ceilings are 30 feet high.
The pens in the north and south of these rooms are for holding animals to sacrifice to the lurkers as the dark dwarves or drow get by unscathed. DC 15 to find droppings of animals here. Various types - mostly subterranean lizards, etc.
There is backpack in the pool of water that the duergar and the drow missed when sweeping the area. Most of the contents are ruined, but there is a small coffer made of ivory worth 100gp.
2 Lurker Above; CR: 7; XP: 3,200; Align: N; Huge aberration
Init: +6; Senses: darkvision 60 ft.; Perception +12
DEFENSE: AC: 19; TAC: 9; FFAC: 18; HD: 10d8+40; HP: 95; Saves: For: +7, Ref: +4, Will: +9; DR: 10/slashing or piercing, Special: amorphous; Resist: cold 10, fire 10
OFFENSE: Speed: 10 ft.; Melee: slam +15 (3d8+15 plus grab); Space: 15 ft.; Reach: 10 ft,;
Special Attacks: constrict (3d6+15), smother
Statistics: Str: 30; Dex: 12; Con: 19; Int: 2; Wis: 15; Cha: 9; BAB: +7; CMB: +19 (+23 grapple); CMD: 31 (can't be tripped)
Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Skill Focus (perception), Skill Focus (Stealth)
Skills: Climb +23, Fly +1, Perception +12, Stealth +8 (+16 in rocky areas) ; Racial Modifiers: +4 Stealth (+12 in rocky areas)
Special Abilities:
Smother (Ex): When a lurker above grapples a target, it forms an airtight seal around its prey. A grappled target cannot speak or cast spells with verbal components and must hold its breath.
Organization: solitary
Treasure: standard; 2,600gp
"A black manta ray-like creature three times the size of a normal human flies toward you. Its body is black changing to gray on its inside or underbelly."
Near the top of room 1 is a small hole enough for a small character to get in. It leads to a nest of dire rats.
2. Dire Rats - a pack of rats lives in here and will not venture out into the lurker lair unless the lurker has finished feeding. They will pick up the scraps.
11 Rats, Dire; CR: 1/3; XP: 135; Align: N; Small animal
Init: +3; Senses: low-light vision, scent; Perception +4
DEFENSE: AC: 14 ; TAC: 14 ; FFAC: 11 ; HD: 1d8+1 ; HP: 5 ; Saves: For: +3 , Ref: +5 , Will: +1
OFFENSE: Speed: 40 ft., climb 20 ft., swim 20 ft.; Melee: bite +1 (1d4 plus disease); Special Attacks: disease
Statistics: Str: 10 ; Dex: 17 ; Con: 13 ; Int: 2 ; Wis: 13 ; Cha: 4 ; BAB: +0 ; CMB: -1 ; CMD: 12 (16 vs. trip)
Feats: Skill focus (Perception)
Skills: Climb +11, Perception +4, Stealth +11, Swim +11; Racial Modifiers: uses Dex to modify Climb and Swim
Special Abilities:
Disease (Ex): Filth Fever: Bite-injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Treasure: none
3. Duergar Trap
In response to the party wiping out the outpost, the duergar and the drow set up this corridor to keep the intruders at bay if they venture this far.
Ta = hidden slidable stone - DC 20
Collapsible ceiling - rigged when all 4 of the timbers are knocked out, the ceiling will collapse on all between the slabs
Tb = a small lizard with faerie fire cast upon it by the dark elves to direct the attention away from the trap.
This area is manned by a contingent of drow and duergar.
Ophilia Altrerr
Fighter, Drow, House Delenrae Captain; CR: 6; XP: 2,400; Drow female fighter 7 Align: CE; Medium humanoid (elf)
Init: +4 ; Senses: darkvision 120 ft.; Perception +8
DEFENSE: AC: 21; TAC: 14; FFAC: 17; HD: 7d10+12; HP: 55 ; Saves: For: +5 , Ref: +6, Will: +3 (+2 vs. fear); +2 vs. enchantment; SR: 13; Defensive Abilities: bravery +2 ; Immune: sleep; Weaknesses: light blindness
OFFENSE: Speed: 30 ft.; Melee: +1 longsword +12/+7 (1d8+6/19-20 plus poison); Ranged: masterwork repeating heavy crossbow +12/+7 (1d10/19-20 plus poison);
Special Attacks: weapon training (heavy blades +1)
Spell-Like Abilities: (CL 10th, Concentration +2);
1/day - dancing lights, darkness, faerie fire
Statistics: Str: 14 ; Dex: 18 ; Con: 11 ; Int: 10 ; Wis: 12 ; Cha: 10 ; BAB: +7 ; CMB: +9 ; CMD:23
Feats: Deadly Aim, Exotic Weapon Proficiency (heavy repeating crossbow), Point-Blank Shot, Quick Draw, Toughness, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills: Climb +5, Perception +8, Sense Motive +3, Stealth +12
Special Qualities: armor training 2, poison use
Languages: Elven, Undercommon
Organization:
Treasure: NPC Gear (+1 frost bolt (6), 6 potions of expeditious retreat, potion of cure moderate wounds, drow poison (4), acid (2), smokesticks (2), tanglefoot bag, thunderstones (2), +1 chainmail, +1 longsword, repeating heavy crossbow, masterwork bolts (20), 66gp)
10 Fighter, Drow, House Guard; CR: 2; XP: 600; Drow fighter 3 Align: CE; Medium humanoid (elf)
Init: +3 ; Senses: darkvision 120 ft.; Perception +6
DEFENSE: AC: 17; TAC: 13; FFAC: 14; HD: 3d10+3; HP: 24 ; Saves: For: +3 , Ref: +4, Will: +2 (+1 vs. fear); +2 vs. enchantment; SR: 9; Defensive Abilities: bravery +1 ; Immune: sleep; Weaknesses: light blindness
OFFENSE: Speed: 30 ft.; Melee: masterwork longsword +7 (1d8+2/19-20 plus poison); Ranged: repeating heavy crossbow +7 (1d10/19-20 plus poison);
Spell-Like Abilities: (CL 10th, Concentration +2);
1/day - dancing lights, darkness, faerie fire
Statistics: Str: 14 ; Dex: 17 ; Con: 11 ; Int: 10 ; Wis: 12 ; Cha: 10 ; BAB: +3 ; CMB: +5 ; CMD:18
Feats: Deadly Aim, Exotic Weapon Proficiency (heavy repeating crossbow), Point-Blank Shot, Weapon Focus (longsword)
Skills: Climb +6, Perception +6, Stealth +5
Special Qualities: armor training 1, poison use
Languages: Elven, Undercommon
Organization:
Treasure: NPC Gear (+1 frost bolt, potion of cure light wounds, drow poison (2), smokesticks (2), tanglefoot bag, thunderstones (2), masterwork chain shirt, masterwork longsword, repeating heavy crossbow, masterwork bolts (20), 47gp)
Gorgo Darkheart
Duergar, Lieutenant; CR: 5; XP: 1,600; Duergar Ranger 6 Align: LE; Medium humanoid (dwarf)
Init: +1; Senses: darkvision 120 ft.; Perception +11
DEFENSE: AC: 16 (20); TAC: 11; FFAC: 15 (19); HD: 6d10+24 ; HP: 61 ; Saves: For: +8, Ref: +6, Will: +4 (+1 vs. fear, +2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: +1 warhammer +11/+6 (1d8+4 (2d6+4)/x3); Ranged: masterwork light crossbow +8(1d8/19-20);
Special Attacks: favored enemy (dwarves +4, elves +2)
Spell-Like Abilities: (CL 6th, concentration +3)
1/day - dust of twilightAPG, ironskin*
Ranger Spells Prepared: (CL 3rd; concentration +5)
1st - lead bladesAPG, longstrider
Statistics: Str: 16 ; Dex: 12 ; Con: 14 ; Int: 10 ; Wis: 15 ; Cha: 4 ; BAB: +6 ; CMB: +9; CMD: 20 (24 vs. bull rush or trip on solid ground)
Feats: Cleave, Endurance, Mounted Combat, Power Attack, Weapon Focus (warhammer)
Skills: Climb +11, Handle Animal +6, Knowledge (dungeoneering) +9, Perception +11, Ride +9, Survival +11; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: favored terrain (underground +2), hunter's bond (companions), ironskinned*, slow and steady, stability, track +3, twilight touched*, wild empathy +3
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: NPC Gear (studded leather, masterwork light crossbow [20 bolts], warhammer, 16 gp)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
20 Duergar, Sergeant; CR: 1; XP: 400; Duergar Fighter 2 Align: LE; Medium humanoid (dwarf)
Init: +0; Senses: darkvision 120 ft.; Perception +2
DEFENSE: AC: 16 ; TAC: 9 ; FFAC: 15; HD: 2d10+8 ; HP: 23 ; Saves: For: +6, Ref: 0, Will: +2 (+1 vs. fear, +2 vs. spells); Immune: paralysis, phantasms, poison; Weaknesses: light sensitivity
OFFENSE: Speed: 20 ft.; Melee: masterwork dwarven waraxe +5 (2d8+4/x3); Ranged: heavy crossbow +3 (2d8/19-20);
Spell-Like Abilities: (CL 2nd, concentration -1)
1/day - enlarge person (self only), invisibility (self only)
Statistics: Str: 17 ; Dex: 10 ; Con: 16 ; Int: 10 ; Wis: 15 ; Cha: 4 ; BAB: +2 ; CMB: +5; CMD: 16 (20 vs. bull rush or trip on solid ground)
Feats: Cleave, Power Attack, Weapon Focus (dwarven waraxe)
Skills: Handle Animal +1, Perception +2, Ride -2, Survival +6; Racial Modifiers: +2 Perception relating to stonework, +4 Stealth
Special Qualities: slow and steady, stability
Languages: Common, Dwarven Undercommon
Organization: solitary, team (2-5), squad (6-12 plus 3 sergeants of 3rd level and 1 leader of 3rd-8th level), or clan (13-80 plus 25% noncombatant children plus 1 sergeant of 3rd level per 5 adults, 3-6 lieutenants of 3rd-6th level and 1-4 captains of 9th level)
Treasure: potions of cure light wounds (2), alchemist's fire (2), NPC Gear (banded mail, heavy crossbow [10 bolts], masterwork dwarven waraxe, 9 gp)
"This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light."
4) Chasm cross - here a river flows under this break in the passage of the Underdark.
A bridge was let down and a rope is on the other side - 30 feet to the opposite side.
5) Trap in the ground. Spike pit drops 20 feet down. DC 20 to spot. Bottom of the pit is a secret door that leads to the north and the rest of this upper Underdark.
6) Words of warning are smudged from the walls - written in writings of the drow. "Death awaits those who tread these hallways." It has had rocks placed in front to hide them. DC 30 to notice them.
Here is a chute leading further down into the Underdark - it drops 4 miles at a 75 degree incline and into a dark underground lake.
10 Gar, Giant; CR: 6; XP: 2,400; Align: N; Huge animal (aquatic)
Init: +4; Senses: low-light vision; Perception +11
DEFENSE: AC: 19 ; TAC: 8 ; FFAC: 19 ; HD: 7d8+42; HP: 73 ; Saves: For: +11 , Ref: +7, Will:+5
OFFENSE: Speed: swim 60 ft.; Melee: bite +14 (2d6+15 plus grab); Space: 15 ft.; Reach: 15 ft. ; Special Attacks: swallow whole (2d6+10 bludgeoning damage, AC 15, hp 7)
Statistics: Str: 30; Dex: 10 ; Con: 23 ; Int: 1 ; Wis: 13 ; Cha: 2 ; BAB: +5 ; CMB: +17 (+21 grapple) ; CMD: 27 (can’t be tripped)
Feats: Improved Initiative, Iron Will, Lightning Reflexes, Power Attack
Skills: Perception +11, Swim +18
Organization: solitary, pair, or school (3-6)
Treasure: none
“This fish is enormous – a sleep predator with bony scales and a long set of toothy jaws.”
Antipaladin, Drow; CR: 9; XP: 6,400; Drow antipaladin 10, Align: CE; Medium humanoid (elf)
Init: +5; Senses: darkvision 120 ft.; Perception +11
Aura: cowardice (10 ft.), despair (10 ft.)
DEFENSE: AC: 25; TAC: 11; FFAC: 24; HD: 10d10+20; HP: 79 ; Saves: For: +11, Ref: +7, Will: +9; +2 vs. enchatnments; SR: 16; Immune: sleep, disease; Weaknesses: light blindness
OFFENSE: Speed: 20 ft.; Melee: +1 scimitar +16/+11 (1d6+5/15-20); Ranged: heavy crossbow +12 (1d10/19-20)
Special Attacks: channel negative energy (DC 18, 5d6), smite good 4/day (+3 attack and AC, +10 damage); Spell-Like Abilities: (CL 10th, Concentration +2);
1/day - dancing lights, darkness, faerie fire
Antipaladin Spell-Like Abilities: (CL 10th, Concentration +13)
At will - detect good
Antipaladin Spells Prepared: (CL 7th, Concentration +10)
3rd - litany of sightUC
2nd - invisibility, silence (DC 15)
1st - litany of slothUC, murderous commandUM (DC 14), protection from good
Statistics: Str: 18 ; Dex: 12 ; Con: 12 ; Int: 12 ; Wis: 8 ; Cha: 16 ; BAB: +10 ; CMB: +14 ; CMD: 25
Feats: Channel Smite, Improved Critical (scimitar), Improved Initiative, Shield Focus, Weapon Focus (scimitar)
Skills: Acrobatics +0, Climb +3, Intimidate +11, Perception +11, Stealth +8; Racial Modifiers:
Special Qualities: cruelties (dazed, nauseated, sickened, staggered), fiendish boon (weapon +2, 2/day), poison use, touch of corruption 8/day (5d6)
Languages: Elven, Undercommon
Treasure: NPC Gear (+1 full plate, +1 heavy steel shield, +1 scimitar, heavy crossbow with 10 masterwork bolts, +2 belt of giant strength, 69gp)
Fighter, Drow, House Captain; CR: 6; XP: 2,400; Drow fighter 7 Align: CE; Medium humanoid (elf)
Init: +4 ; Senses: darkvision 120 ft.; Perception +8
DEFENSE: AC: 21; TAC: 14; FFAC: 17; HD: 7d10+12; HP: 55 ; Saves: For: +5 , Ref: +6, Will: +3 (+2 vs. fear); +2 vs. enchantment; SR: 13; Defensive Abilities: bravery +2 ; Immune: sleep; Weaknesses: light blindness
OFFENSE: Speed: 30 ft.; Melee: +1 longsword +12/+7 (1d8+6/19-20 plus poison); Ranged: masterwork repeating heavy crossbow +12/+7 (1d10/19-20 plus poison);
Special Attacks: weapon training (heavy blades +1)
Spell-Like Abilities: (CL 10th, Concentration +2);
1/day - dancing lights, darkness, faerie fire
Statistics: Str: 14 ; Dex: 18 ; Con: 11 ; Int: 10 ; Wis: 12 ; Cha: 10 ; BAB: +7 ; CMB: +9 ; CMD:23
Feats: Deadly Aim, Exotic Weapon Proficiency (heavy repeating crossbow), Point-Blank Shot, Quick Draw, Toughness, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills: Climb +5, Perception +8, Sense Motive +3, Stealth +12
Special Qualities: armor training 2, poison use
Languages: Elven, Undercommon
Organization:
Treasure: NPC Gear (+1 frost bolt (6), potion of cure moderate wounds, drow poison (4), acid (2), smokesticks (2), tanglefoot bag, thunderstones (2), +1 chainmail, +1 longsword, repeating heavy crossbow, masterwork bolts (20), 66gp)
Fighter, Drow, House Guard; CR: 2; XP: 600; Drow fighter 3 Align: CE; Medium humanoid (elf)
Init: +3 ; Senses: darkvision 120 ft.; Perception +6
DEFENSE: AC: 17; TAC: 13; FFAC: 14; HD: 3d10+3; HP: 24 ; Saves: For: +3 , Ref: +4, Will: +2 (+1 vs. fear); +2 vs. enchantment; SR: 9; Defensive Abilities: bravery +1 ; Immune: sleep; Weaknesses: light blindness
OFFENSE: Speed: 30 ft.; Melee: masterwork longsword +7 (1d8+2/19-20 plus poison); Ranged: repeating heavy crossbow +7 (1d10/19-20 plus poison);
Spell-Like Abilities: (CL 10th, Concentration +2);
1/day - dancing lights, darkness, faerie fire
Statistics: Str: 14 ; Dex: 17 ; Con: 11 ; Int: 10 ; Wis: 12 ; Cha: 10 ; BAB: +3 ; CMB: +5 ; CMD:18
Feats: Deadly Aim, Exotic Weapon Proficiency (heavy repeating crossbow), Point-Blank Shot, Weapon Focus (longsword)
Skills: Climb +6, Perception +6, Stealth +5
Special Qualities: armor training 1, poison use
Languages: Elven, Undercommon
Organization:
Treasure: NPC Gear (+1 frost bolt, potion of cure light wounds, drow poison (2), smokesticks (2), tanglefoot bag, thunderstones (2), masterwork chain shirt, masterwork longsword, repeating heavy crossbow, masterwork bolts (20), 47gp)
Drider; CR: 7;XP: 3,200; Align: CE; Large aberration
Init: +2; Senses: darkvision 120 ft., detect good, detect law, detect magic; Perception +15
DEFENSE: AC: 20; TAC: 12; FFAC: 17; HD: 9d8+36; HP: 76; Saves: For: +7, Ref: +5, Will: +9; SR: 18; Immune: sleep
OFFENSE: Speed: 30 ft., climb 20 ft.; Melee: masterwork heavy mace +9/+4 (1d8+3), bite +3 (1d4+1 plus poison); Ranged: masterwork composite longbow +8/+3 (1d8+2/x3); Space: 10 ft.; Reach: 5 ft.; Special Attacks: web (+7 ranged, DC 18, hp 9)
Spell-Like Abilities: (CL 9th)
Constant - detect good, detect law, detect magic
At will - dancing lights, darkness, faerie fire
1/day - clairaudience/clairvoyance, deeper darkness, dispel magic, levitate, suggestion
Spells Known: (CL 6th)
3rd (4/day) - lightining bolt (DC 16)
2nd (6/day) - invisibility, web (DC 15)
1st (7/day) - mage armor, magic missile, ray of enfeeblement (DC 14), silent image (DC 14)
0 (at will) - bleed (DC 13), daze(DC 13), ghost sound, mage hand, ray of frost, read magic, resistance
Statistics: Str: 15; Dex: 15; Con: 18; Int: 15; Wis: 16; Cha: 16; BAB: +6; CMB: +9; CMD: 21(33 vs. trip)
Feats: Blind-Fight, Dodge, Combat Casting, Weapon Focus (bite, mace)
Skills: Climb (S) +22, Intimidate (Ch) +15, Knowledge (arcana) (I*) +14, Perception (W) +15, Spellcraft (I*) +14, Stealth (D) +14
Special Qualities: undersized weapons
Special Abilities:
Poison (Ex): Bite - injury; save Fort DC 18, frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based
Languages: Common, Elven, Undercommon
Organization: solitary, pair, or group (3-8)
Treasure: double (masterwork heavy mace, masterwork composite longbow [+2 Str] with 20 arrows, additional treasure), 5,200gp
"The dry rasping of spidery legs brings this hideous monstrosity into view - a nightmarish, centaurian fusion of draw and spider."
Seugathi; CR: 6; XP: 2,400; Align: CE; Large aberration
Init: +9; Senses: darkvision 120 ft., detect thoughts, tremorsense 30 ft., Perception +15
Aura: madness (30 ft.)
DEFENSE: AC: 19; TAC: 14; FFAC: 14; HD: 9d8+27; HP: 67 fast healing 5; Saves: For: +6, Ref: +8, Will: +9; DR: 10/slashing or piercing; Immune: mind-affecting effects, poison; SR: 17
OFFENSE: Speed: 30 ft.; Melee: masterwork short sword +11/+6 (1d8+3/19-20), bite +5 (1d8+4 plus poison); Space: 10 ft.; Reach: 10 ft.
Special Attacks: confusion command
Spell-Like Abilities: (CL 6th; concentration +10)
Constant - mage armor
At will - detect thoughts (DC 16), levitate
3/day - confusion (DC 18), dispel magic, suggestion (DC 17)
1/day - mind fog (DC 19), phantasmal killer (DC 18)
Statistics: Str: 16; Dex: 20; Con: 17; Int: 14; Wis: 17; Cha: 19; BAB: +6; CMB: +10; CMD: 25 (can't be tripped)
Feats: Ability Focus (aura of madness), Combat Casting, Combat Reflexes, Improved Initiative, Weapon Finesse
Skills: Escape Artist (D) +17, Knowledge (Religion) (I*) +11, Perception (W) +15, Sense Motive (W) +12, Stealth (D) +13, Use Magic Device (Ch*) +16
Special Qualities: item use
Special Abilities:
Aura of Madness (Su): Any sane being within 30 feet of a conscious seugathi must make a DC 20 Will save each round or become confused for 1 round. A creature that fails 5 saves in a row becomes permanently insane, as per the insanity spell. A seugathi can suppress or activate this aura as a free action. This is a mind-affecting effect. The save DC is Charisma-based.
Confusion Command (Su): As an immediate action, a seugathi can issue a telepathic command to a confused creature within 30 feet. This allows the seugathi to pick a result from the confusion behavior table, rather than the confused creature rolling randomly for its action that round.
Item Use (Ex): A seugathi can utilize spell trigger devices as if it were a spellcaster of the appropriate class. As a free action by touch, it can identify all spell trigger properties an item has. Use Magic Device is a class skill for seugathis.
Poison (Ex): Bite - injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Wis and deafness; cure 2 consecutive saves. Deafness persists as long as the ability damage caused by the poison lasts. The save DC is Constitution-based.
Languages: Aklo, Undercommon, telepathy 100 ft.
Organization: single, pair, or expedition (3-8)
Treasure: standard, 2,000gp
"This worm-like monster has a hideous face of eyes and hooked jaws. It wields a wand and a sword in its twin tentacle tails."
F'lgreethkrit
Neothelid; CR: 15; XP: 51,200; Align: CE; Gargantuan aberration
Init: +2; Senses: blindsight 100 ft., trace teleport 60 ft., Perception +25
DEFENSE: AC: 30; TAC: 4; FFAC: 30; HD: 20d8+140; HP: 230; Saves: For: +15, Ref: ,+4 Will: +16; SR: 26; DR: 10/cold iron
OFFENSE: Speed: 30 ft.; Melee: 4 tongues +21 (3d6+10/19-20 plus grab); Space: 20 ft.; Reach: 20 ft.
Special Attacks: breath weapon (50-ft. cone, 14d10 acid, Reflex DC 27 half, once every 1d4 rounds), mind thrust, psychic crush, swallow whole (2d6+10 plus acid, AC 23, hp 23)
Spell-Like Abilities: (Cl 20th)
Constant - fly
At will - detect thoughts (DC 17), charm monster (DC 19), clairaudience/clairvoyance, suggestion (DC 18), telekinesis (DC 20), teleport, poison (DC 19)
3/day - quickened suggestion (DC 18)
Statistics: Str: 30; Dex: 7; Con: 24; Int: 16; Wis: 15; Cha: 21; BAB: +15; CMB: +29 (+33 grapple); CMD: 37 (can't be tripped)
Feats: Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (tongue), Improved Initiative, Improved Overrun, Iron Will, Power Attack, Quicken Spell-Like Ability (suggestion)
Skills: Bluff (Ch) +25, Climb (S) +33, Diplomacy (Ch) +25, Fly (D) -4, Intimidate (Ch) +28, Knowledge (arcana) (I*) +26, Perception (W) +25, Spellcraft (I*) +26
Special Abilities:
Mind Thrust (Su): As a standard action up to three times a day, a neothelid can deliver a massive blast of mental energy at any one target within 60 feet, inflicting 15d10 points of damage. A successful DC 25 Will save negates the effect. This effect can only harm creatures with Intelligence scores. This is a mind-affecting effect. The save DC is Charisma-based.
Psychic Crush (Su): As a standard action up to three times a day, a neothelid can attempt to crush the mind of a single creature within 60 feet. The target must make a DC 25 Will save or collapse, becoming unconscious and dying at -1 hit points. If the target succeeds on the save, it takes 6d6 points of damage and is sickened for 1 round. This is a mind-affecting effect. The save is Charisma-based.
Trace Teleport (Ex): A neothelid telepathically and reflexively learns the mental coordinates of the destination, of all creatures that teleport within 60 feet of it, gaining an awareness of the location equivalent to "seen casually." This knowledge fades and is lost after 1 minute. This power does not grant any environmental information about the conditions of the destination.
Languages: Aklo, Terran, Undercommon; telepathy 100 ft.
Organization: solitary, pair, or cult (3-5 plus 4-12 charmed slaves of various races)
Treasure: standard, 19,500gp
"Its slime-drenched length coiled upon itself in a shuddering mountain, this huge worm's tentacled head rises like a snake's."